Freeslot
SPR2_FROZ
SPR2_SHIT
SPR2_GRND
SPR2_FKIK
SPR2_ROST
SPR2_VPOS
SPR2_HUG_
SPR_FADS
SPR_FRSW
SPR_FDBM
S_PLAY_FACEPLANT
S_PLAY_VICTORYPOSE
S_FADS0
S_FADS1
S_FADS2
S_FADS3
S_FADS4
S_FADS5
MT_FADS
MT_FRANKSWET
S_FRANKSWET0
S_FRANKSWET1
S_FRANKSWET2
S_FRANKSWET3
MT_FADBOOM
S_FDBOOM1
S_FDBOOM2
S_FDBOOM3
S_FDBOOM4
S_FDBOOM5
S_FDBOOM6
S_FDBOOM7
S_FDBOOM8
S_FDBOOM8
S_FDBOOM9
S_FDBOOM10
S_FDBOOM11
S_FDBOOM12
S_FDBOOM13
S_FDBOOM14
S_FDBOOM15
S_FDBOOM16

Sprite2 SPR2_HUG_
Default = SPR2_STND

Sprite2 SPR2_GRND
Default = SPR2_WALK

Sprite2 SPR2_FROZ
Default = SPR2_DEAD

Sprite2 SPR2_SHIT
Default = SPR2_PAIN

Sprite2 SPR2_FKIK
Default = SPR2_WALK

Sprite2 SPR2_ROST
Default = SPR2_DEAD

State S_PLAY_FACEPLANT
SpriteName = SPR_PLAY
SpriteFrame = SPR2_SHIT|A
Duration = 80
Next = S_PLAY_FACEPLANT

State S_PLAY_VICTORYPOSE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_VPOS|FF_ANIMATE
var2 = 10
Duration = -1
Next = S_PLAY_STND
#

Thing MT_FADS
SPAWNHEALTH = 1
SPAWNSTATE = S_FADS0
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FADS0
SPRITENAME = SPR_FADS
SPRITEFRAME = A|TR_TRANS10
DURATION = 2
NEXT = S_FADS1

FRAME S_FADS1
SPRITENAME = SPR_FADS
SPRITEFRAME = B|TR_TRANS40
DURATION = 2
NEXT = S_FADS2

FRAME S_FADS2
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS50
DURATION = 1
NEXT = S_FADS3

FRAME S_FADS3
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS60
DURATION = 1
NEXT = S_FADS4

FRAME S_FADS4
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS70
DURATION = 1
NEXT = S_FADS5

FRAME S_FADS5
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS80
DURATION = 1
NEXT = S_NULL

Thing MT_FRANKSWET
SPAWNHEALTH = 1
SPAWNSTATE = S_FRANKSWET0
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FRANKSWET0
SPRITENAME = SPR_FRSW
SPRITEFRAME = A
DURATION = 2
NEXT = S_FRANKSWET1

FRAME S_FRANKSWET1
SPRITENAME = SPR_FRSW
SPRITEFRAME = B
DURATION = 2
NEXT = S_FRANKSWET2

FRAME S_FRANKSWET2
SPRITENAME = SPR_FRSW
SPRITEFRAME = C
DURATION = 2
NEXT = S_NULL

Thing MT_FADBOOM
SPAWNHEALTH = 1
SPAWNSTATE = S_FDBOOM1
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FDBOOM1
SPRITENAME = SPR_FDBM
SPRITEFRAME = A
DURATION = 2
NEXT = S_FDBOOM2

FRAME S_FDBOOM2
SPRITENAME = SPR_FDBM
SPRITEFRAME = B
DURATION = 2
NEXT = S_FDBOOM3

FRAME S_FDBOOM3
SPRITENAME = SPR_FDBM
SPRITEFRAME = C
DURATION = 2
NEXT = S_FDBOOM4

FRAME S_FDBOOM4
SPRITENAME = SPR_FDBM
SPRITEFRAME = D
DURATION = 2
NEXT = S_FDBOOM5

FRAME S_FDBOOM5
SPRITENAME = SPR_FDBM
SPRITEFRAME = E
DURATION = 2
NEXT = S_FDBOOM6

FRAME S_FDBOOM6
SPRITENAME = SPR_FDBM
SPRITEFRAME = F
DURATION = 2
NEXT = S_FDBOOM7

FRAME S_FDBOOM7
SPRITENAME = SPR_FDBM
SPRITEFRAME = G
DURATION = 2
NEXT = S_FDBOOM8

FRAME S_FDBOOM8
SPRITENAME = SPR_FDBM
SPRITEFRAME = H
DURATION = 2
NEXT = S_FDBOOM9

FRAME S_FDBOOM9
SPRITENAME = SPR_FDBM
SPRITEFRAME = I
DURATION = 2
NEXT = S_FDBOOM10

FRAME S_FDBOOM10
SPRITENAME = SPR_FDBM
SPRITEFRAME = J
DURATION = 2
NEXT = S_FDBOOM11

FRAME S_FDBOOM11
SPRITENAME = SPR_FDBM
SPRITEFRAME = K
DURATION = 2
NEXT = S_FDBOOM12

FRAME S_FDBOOM12
SPRITENAME = SPR_FDBM
SPRITEFRAME = L
DURATION = 2
NEXT = S_FDBOOM13

FRAME S_FDBOOM13
SPRITENAME = SPR_FDBM
SPRITEFRAME = M
DURATION = 2
NEXT = S_FDBOOM14

FRAME S_FDBOOM14
SPRITENAME = SPR_FDBM
SPRITEFRAME = N
DURATION = 2
NEXT = S_FDBOOM15

FRAME S_FDBOOM15
SPRITENAME = SPR_FDBM
SPRITEFRAME = O
DURATION = 2
NEXT = S_FDBOOM16

FRAME S_FDBOOM16
SPRITENAME = SPR_FDBM
SPRITEFRAME = P
DURATION = 2
NEXT = NULL